Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.
Live
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
Lightning Ball
→
Static Charge
→
Power Surge
→
Storm Cloud
ult at lvl 6
Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.
Apply a charge to a target enemy hero. After a short duration, the static charge stuns and damages enemies within the radius.
Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot.
Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight.
Seven is the spirit AoE carry and area-denial king — one of the fastest farmers in the game who turns a soul lead into team wipes. He clears waves and camps in seconds with Lightning Ball and a Power Surge gun that chains lightning between enemies, then deletes grouped teams and zones objectives with a single well-placed Storm Cloud. Full spirit, every time. He's complexity 1 with a real teamfight payoff, so he's perfect for new players — the only hard skill is knowing when to channel the ult without dying.
Laning is about out-farming, not bullying. Harass with Burst Fire plus Power Surge so each volley shocks and bounces, and use Lightning Ball to secure the whole wave and deny souls — it pierces, slows what it hits, and stops on walls so you can wall off a lane. The catch is his roughly 1 HP/s base regen: he is genuinely starved early, so open Healing Rite and Extra Regen turn one or you can't trade or stay on the wave. Once the lane is even, push to tower and start cycling neutral camps — Lightning Ball plus a Power Surge burst clears a camp instantly. Goal: out-soul your lane and rush your first spirit spike. First buys are Extra Spirit, Mystic Burst and Monster Rounds.
This is Seven's window. After one or two spirit items he wipes waves and jungle in seconds and snowballs souls faster than anyone, so never stop farming between fights. In skirmishes, plant Static Charge on someone inside the enemy clump — when the delayed AoE stun pops, the whole group is frozen for a free Storm Cloud or a point-blank Lightning Ball. Pick fights where you can drop the ult from cover or high ground onto a contested point: the reworked king-of-the-hill Urn and shrines that stay invulnerable until a Guardian pair falls force teams to clump on objectives, which is exactly what your AoE punishes. Do not ult into a fresh team that still has interrupts up — wait for them to burn CC first.
Seven scales hard on flat spirit, and one good Storm Cloud into a grouped fight is a team wipe — and a wipe usually buys the objective. Stay back, let your frontline engage and soak the enemy's interrupts, then channel from line-of-sight on the pile. Storm Cloud doubles as pure area denial: drop it in the Patron pit or on the Urn circle to force the enemy off the ground they need. Manage the channel — you can cancel early to avoid overextending, but ideally you have already spent their CC and stacked spirit so it melts. Boundless Spirit and Escalating Exposure are your win condition; Diviner's Kevlar keeps you alive through the channel.
The core combo is Static Charge into Storm Cloud: tag a target in the pack, and when the stun pops the whole group eats a guaranteed channel. For the gun, stack Power Surge with Tesla Bullets and extra ammo so Burst Fire becomes a chain-lightning shotgun that erases waves, camps and grouped heroes. In teamfights, Escalating Exposure plus Mystic Reverb turns the ult into a wipe — Storm Cloud ticks fast on many targets, ramping the spirit amp and re-triggering Reverb pulses (and because it's point-blank, it dodges the long-range Power Surge falloff bug). Build flat spirit, not conditional: Improved Spirit and Boundless Spirit buff every Power Surge proc, while Arcane Surge only buffs the first shot — skip it for the gun line. Insure the channel with Unstoppable, Ethereal Shift or Diviner's Kevlar so interrupts can't waste it, and Echo Shard gives you a second Storm Cloud for back-to-back carpet bombs.
Seven feasts on clumping, low-mobility brawl comps and anything forced to stand still — Abrams, Mo & Krill, and any team sieging a shrine or capping the Urn. He struggles against mobile divers and long-range pickoff that punish his stationary channel and 730 HP: Vindicta, Grey Talon, Haze and Lash all want to delete you mid-ult. Hard interrupts are the real counter — Bebop hook, knockdowns, Curse and Silence cancel Storm Cloud for free. Respect those buys: carry Debuff Reducer and Unstoppable, cast from cover, and never open a fight with the ult.
Fix the broken 1 HP/s regen first, then start spiking. Extra Spirit and Mystic Burst scale every ability and each Power Surge shock; Healing Rite and Extra Regen let you actually trade and stay on the wave; Monster Rounds speeds up the camp cycling that out-farms your lane.
Improved Spirit applies to every Power Surge bullet (it out-damages Arcane Surge, which only buffs the first proc). Tesla Bullets stacks with the shock bounce for absurd wave and grouped-fight clear; Superior Cooldown keeps Storm Cloud and Lightning Ball up; Mystic Slow pins groups inside your AoE; Bullet Armor and Duration Extender keep you alive and your channel long while you're a stationary target. Swap Bullet Armor for spirit-armor versus caster lanes.
Boundless Spirit is huge no-downside power that scales abilities and every shock proc. Escalating Exposure ramps off Storm Cloud's many rapid ticks and melts whole teams; Mystic Reverb adds an AoE pulse on each hit — brutal with Static Charge and the ult in a clump. Superior Duration lengthens the channel and stun windows, and Diviner's Kevlar gives a barrier on cast so you survive the channel.
Channel insurance and counters. Unstoppable pushes the ult through stuns and silences; Ethereal Shift bails you out of a dive; Debuff Reducer fights Curse and Silence comps that cancel Storm Cloud. Echo Shard gives a second ult or double Lightning Ball for back-to-back area denial, and Mystic Vulnerability stacks team-wide amp in a support-flavored build.
Is Seven good for beginners?
Yes — he's complexity 1 with a simple kit, the fastest farming in the game and a teamfight-winning ult. The only hard part is learning when to channel Storm Cloud without dying, so play it safe and cast from cover until you get the read.
Gun Seven or spirit Seven?
Always spirit — but spirit is his gun build. Power Surge makes your bullets scale off spirit power, so you stack flat spirit plus a little ammo and fire rate (Tesla Bullets, mag, fire rate) to fire more chain-lightning procs. A weapon-damage Seven isn't a thing.
How do I land Storm Cloud?
Don't lead with it. Wait until the enemy spends their mobility and interrupts, cast from cover or high ground (it needs line-of-sight to deal damage), and ideally combo it after a Static Charge stun. Carry Unstoppable or Ethereal Shift so it can't be cancelled for free.
Why am I so weak early?
His base regen is around 1 HP/s, so he's starved in lane. Buy Healing Rite and Extra Regen on the first trip and farm camps to spike — Seven is a snowball-off-farm hero, not an early brawler.
When mystic energy awoke on Earth, the world changed... anything was possible. But just because anything WAS possible, didn’t mean that anything SHOULD be possible. And so the government made rules. Laws. A means for US citizens to enjoy the benefits of the supernatural world in safety. But rules and laws are for lesser men. Men with limitations. Men who were not Seven.
There are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists. But there is no doubt about what happened on the night of his execution.
Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.